AuthorTopic: Underwater diving (Read 2950 times)

I mentioned this earlier in another post where link would be able to dive underwater to get items and stuff (And maybe even a temple? Like the water temple from TP?) I put a small mockup of how it might look. The top part has the most vegetation since the sun is hitting most of it. But, as you get deeper down into the ocean floor, there will be no plant life, just dead sand. And you might even find a huge abyss waiting for you down there. I put a small one in the mock up, but can you imagine swimming on top of a big one? Just pure darkness waiting for you bellow your feet, and perhaps if you stay too long ontop of the abyss, some king of sea creature (Big Octo?) comes out and eats you? Or maybe just some whirlpool suck you down to the depths or a tentacle gets you and drags you down. Basically telling the player NOT to go there again. What do you think?

Question: Is Link allowed to swim in 3D space? Like, up/down/left/right/in/out, similarly to the underwater segments of the Mario & Luigi series? In that case, how can the play know where he is, besides a shadow that may or may not show up due to the "depth overlay" that is being discussed above?

Just a thought to consider.

Also, an overlay filter to produce an underwater blur effect would be good for immersion (pun not intended).

I was talking to my friend last night, and he was mentioning about how in 1980, he thought the internet would become this amazing place where people from across the world would share ideas. I was telling him about how this project [KOT] has worked, lurching along for years and drawn by different people from across the globe, and he thought it was beautiful. And he was right, it's awesome.

Love the tiles and idea, especially the colors. For actual map design though, I think there's gonna need to be a bit less depth though, since Link wouldn't be able to just shoot up over the layers of wall, right? I mean, this is still a 2D game so we should consider how the mechanics should work. I imagine it's gonna be like Oracle of Ages' mermaid suit or HM Dive in Pokemon sapphire/ruby, where it's basically like walking on another map, but with a different animation (swimming).

Or are we gonna have great changes in undersea elevation, but Link stays swimming at a certain elevation near the surface? So you'd see the floor drop out, see different heights below him, but he'd just swim right over. If so, we could wall in the maps with certain walls, while other walls he just ignores since he's actually near the surface you can't see. If this is the case, how will he interact with things on the seabed?

Lol, basically, same question about showing Link's relative depth as Miles, just he probably phrased it better.

Love the tiles and idea, especially the colors. For actual map design though, I think there's gonna need to be a bit less depth though, since Link wouldn't be able to just shoot up over the layers of wall, right? I mean, this is still a 2D game so we should consider how the mechanics should work. I imagine it's gonna be like Oracle of Ages' mermaid suit or HM Dive in Pokemon sapphire/ruby, where it's basically like walking on another map, but with a different animation (swimming).

Or are we gonna have great changes in undersea elevation, but Link stays swimming at a certain elevation near the surface? So you'd see the floor drop out, see different heights below him, but he'd just swim right over. If so, we could wall in the maps with certain walls, while other walls he just ignores since he's actually near the surface you can't see. If this is the case, how will he interact with things on the seabed?

If he keep Link at the surface of the water, then could we introduce a diving mechanic similar to OoT? Like, Link can dive a certain distance, but will then come back up after a certain amount of time/distance? And he could upgrade his diving capabilities somehow, so he could dive longer/further, or even change direction while diving, etc.Also, this lends itself to using a 'Iron Boots/Zora Tunic'-like combination well, if you choose to go in that direction.

I was talking to my friend last night, and he was mentioning about how in 1980, he thought the internet would become this amazing place where people from across the world would share ideas. I was telling him about how this project [KOT] has worked, lurching along for years and drawn by different people from across the globe, and he thought it was beautiful. And he was right, it's awesome.

I was thinking it should be more like the pokemon underwater diving, he just dives near the surface but goes ontop of the abyss areas and stuff. Since it is a completely different "world" from the overworld, lets make it so it doesn´t have a shadow. With the layers on top, the player will not notice it. I mean in pokemon, it doesn´t have a shadow when he dives.

I was talking to my friend last night, and he was mentioning about how in 1980, he thought the internet would become this amazing place where people from across the world would share ideas. I was telling him about how this project [KOT] has worked, lurching along for years and drawn by different people from across the globe, and he thought it was beautiful. And he was right, it's awesome.

However, if we can to keep as close to TMC style as possible, we could use M&L:SS sprites. Just edit some of the background animations in this sprite sheet so that we can get the effect we need, and that should match just well enough.

I was talking to my friend last night, and he was mentioning about how in 1980, he thought the internet would become this amazing place where people from across the world would share ideas. I was telling him about how this project [KOT] has worked, lurching along for years and drawn by different people from across the globe, and he thought it was beautiful. And he was right, it's awesome.

However, if we can to keep as close to TMC style as possible, we could use M&L:SS sprites. Just edit some of the background animations in this sprite sheet so that we can get the effect we need, and that should match just well enough.

I was talking to my friend last night, and he was mentioning about how in 1980, he thought the internet would become this amazing place where people from across the world would share ideas. I was telling him about how this project [KOT] has worked, lurching along for years and drawn by different people from across the globe, and he thought it was beautiful. And he was right, it's awesome.

So yesterday I made some tiles for underwater editing the existing minish cap tiles. Since we discussed the water diving mechanic, I thought of a cool way to implement diving into the game.

In the attachment I made three ways we can make it.

1. In this case, when the player dives, the map transitions to the underwater map, but you can see the exterior areas.2. In this case, the water is actually a transparent layer on top of the dirt tiles beneath. This could be cool and I have seen other games do it.3. Same as 2, but instead of brown dirt, we use water colours for the dirt.

Link will need animations for swimming underwater, but that is easily managable. Also, link can stay still underwater, so you can open chests while you are swimming.

I prefer option 1 for the "from above water" view, as it is a) familiar to those who have played Minish Cap, and b) it hides the new mechanic until it is revealed with its unlock. Also, I'm certain that players may be tempted to interpret the transparent water as shallow water, so it'd be best not to do it that way.

I was talking to my friend last night, and he was mentioning about how in 1980, he thought the internet would become this amazing place where people from across the world would share ideas. I was telling him about how this project [KOT] has worked, lurching along for years and drawn by different people from across the globe, and he thought it was beautiful. And he was right, it's awesome.